Jump to content
  • 0

Flavius Battleground


playniks

Question


  • Group:  Members
  • Topic Count:  12
  • Topics Per Day:  0.03
  • Content Count:  45
  • Reputation:   2
  • Joined:  02/23/23
  • Last Seen:  

Hi there beloved master scripters!
May I request a modified script of Flavius Battleground which has auto shuffle joining players? A script like anniruru's BG_pvp_round.txt that automatically shuffles players when joining battleground.

Quote

//===== rAthena Script =======================================
//= BattleGround System - Flavius
//===== Description: =========================================
//= [Official Conversion]
//= Flavius Battleground.
//= - Winning Team: 9 badges (11 if VIP)
//= - Losing Team: 3 badges (5 if VIP)
//===== Changelogs: ==========================================
//= 1.0 First Version. [L0ne_W0lf]
//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
//= 1.4 Label standardization. [Euphy]
//= 1.5 Added GM management function. [Euphy]
//= 1.6 Added VIP features and created a reward function. [Euphy]
//= 1.7 Made Crystals immune to attacks until Guardians are defeated. [Cydh/Aleos]
//= 1.8 Added battle_config checks to allow this script to use the new queue interface or the previous method. [Aleos]
//============================================================

// Waiting Room NPCs
//============================================================

bat_room,86,227,4    script    Lieutenant Ator    418,{
    end;
OnInit:
    waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80;
    end;
OnEnterBG:
    set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
    end;
}

bat_room,85,204,0    script    Lieutenant Thelokus    414,{
    end;
OnInit:
    waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80;
    end;
OnEnterBG:
    set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
    end;
}

bat_room,85,220,0    warp    back_bgroomb01a    1,1,bat_room,154,150
bat_room,85,211,0    warp    back_bgroomb01b    1,1,bat_room,154,150

bat_room,2,151,3    script    #bat_b01_timer    844,{
    end;

OnInit:
    if (getbattleflag("feature.bgqueue"))
        end;
OnEnable:
    initnpctimer;
    end;

OnStop:
    stopnpctimer;
    end;

OnTimer1000:
    stopnpctimer;
    if (bg_get_data($@FlaviusBG1_id1, 0) == 0 && bg_get_data($@FlaviusBG1_id2, 0) == 0) {
        donpcevent "countdown#bat_b01::OnStop";
        if (getbattleflag("feature.bgqueue"))
            bg_reserve "bat_b01", true;
        $@FlaviusBG1 = 0;
        if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; $@FlaviusBG1_id1 = 0; }
        if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; $@FlaviusBG1_id2 = 0; }
        if (getbattleflag("feature.bgqueue"))
            bg_unbook "bat_b01";
        end;
    }
    initnpctimer;
    end;
}

// Flavius Battleground Engine
//============================================================
bat_b01,15,15,3    script    start#bat_b01    844,{
OnInit:
    if (getbattleflag("feature.bgqueue"))
        bg_unbook "bat_b01";
    mapwarp "bat_b01","bat_room",154,150;
    end;

OnReadyCheck:
    if( $@FlaviusBG1 )
        end;
    if (!getbattleflag("feature.bgqueue")) {
        set .@Guillaume, getwaitingroomstate(0,"Lieutenant Ator");
        set .@Croix, getwaitingroomstate(0,"Lieutenant Thelokus");
        if( !.@Guillaume && !.@Croix ) {
            donpcevent "#bat_b01_timer::OnStop";
            end;
        }
        if( .@Guillaume < 1 || .@Croix < 1 )
            end;
    }
    set $@FlaviusBG1, 1;
    set $@FlaviusBG1_Victory, 0;
    set $@Croix_ScoreBG1, 0;
    set $@Guill_ScoreBG1, 0;
    bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;

    if (!getbattleflag("feature.bgqueue")) {
        donpcevent "Lieutenant Ator::OnEnterBG";
        donpcevent "Lieutenant Thelokus::OnEnterBG";
    }
    donpcevent "OBJ#bat_b01_a::OnKill";
    donpcevent "OBJ#bat_b01_a::OnEnable";
    donpcevent "OBJ#bat_b01_b::OnKill";
    donpcevent "OBJ#bat_b01_b::OnEnable";
    donpcevent "guardian#bat_b01_a::OnKill";
    donpcevent "guardian#bat_b01_b::OnKill";
    donpcevent "guardian#bat_b01_a::OnEnable";
    donpcevent "guardian#bat_b01_b::OnEnable";
    donpcevent "cell#bat_b01_a::OnRed";
    donpcevent "cell#bat_b01_b::OnRed";
    donpcevent "time#bat_b01::OnEnable";
    disablenpc "Guillaume Vintenar#b01_a";
    disablenpc "Croix Vintenar#b01_b";
    disablenpc "Vintenar#bat_b01_aover";
    disablenpc "Vintenar#bat_b01_bover";
    bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
    bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
    donpcevent "countdown#bat_b01::OnEnable";
    initnpctimer;
    end;

OnReset:
    donpcevent "OBJ#bat_b01_a::OnKill";
    donpcevent "OBJ#bat_b01_a::OnEnable";
    donpcevent "OBJ#bat_b01_b::OnKill";
    donpcevent "OBJ#bat_b01_b::OnEnable";
    donpcevent "guardian#bat_b01_a::OnKill";
    donpcevent "guardian#bat_b01_b::OnKill";
    donpcevent "guardian#bat_b01_a::OnEnable";
    donpcevent "guardian#bat_b01_b::OnEnable";
    donpcevent "cell#bat_b01_a::OnRed";
    donpcevent "cell#bat_b01_b::OnRed";
    end;

OnGuillaumeActive:
    warp "bat_b01",87,75;
    end;

OnCroixActive:
    warp "bat_b01",311,224;
    end;

OnGuillaumeQuit:
OnCroixQuit:
    if (getbattleflag("feature.bgqueue"))
        bg_desert;
    else
        bg_leave;
    end;

OnTimer10000:
    stopnpctimer;
    donpcevent "#bat_b01_timer::OnEnable";
    end;
}

bat_b01,1,1,3    script    OBJ#bat_b01_a    844,{
OnEnable:
    $@FlavBG1_C1_ID = bg_monster($@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead");
    setunitdata $@FlavBG1_C1_ID,UMOB_DMGIMMUNE,1; // Make Crystal immune to damage until Guardians are defeated
    end;

OnKill:
    killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
    end;

OnMyMobDead:
    if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
        mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
        if ($@Croix_ScoreBG1 > 0) {
            set $@FlaviusBG1_Victory,2;
            set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1;
            enablenpc "Guillaume Vintenar#b01_a";
            enablenpc "Croix Vintenar#b01_b";
            donpcevent "time#bat_b01::OnStop";
            if (getbattleflag("feature.bgqueue"))
                bg_reserve "bat_b01", true;
        }
        else {
            set $@Croix_ScoreBG1,1;
            donpcevent "time#bat_b01::OnEnable";
            donpcevent "start#bat_b01::OnReset";
        }
        donpcevent "#bat_b01_timer::OnStop";
        bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
        bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
        bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
        donpcevent "#bat_b01_timer::OnEnable";
    }
    end;
}

bat_b01,1,2,3    script    OBJ#bat_b01_b    844,{
OnEnable:
    $@FlavBG1_C2_ID = bg_monster($@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead");
    setunitdata $@FlavBG1_C2_ID,UMOB_DMGIMMUNE,1; // Make Crystal immune to damage until Guardians are defeated
    end;

OnKill:
    killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
    end;

OnMyMobDead:
    if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
        mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
        if ($@Guill_ScoreBG1 > 0) {
            set $@FlaviusBG1_Victory,1;
            set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1;
            enablenpc "Guillaume Vintenar#b01_a";
            enablenpc "Croix Vintenar#b01_b";
            donpcevent "time#bat_b01::OnStop";
            if (getbattleflag("feature.bgqueue"))
                bg_reserve "bat_b01", true;
        }
        else {
            set $@Guill_ScoreBG1,1;
            donpcevent "time#bat_b01::OnEnable";
            donpcevent "start#bat_b01::OnReset";
        }
        donpcevent "#bat_b01_timer::OnStop";
        bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
        bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
        bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
        donpcevent "#bat_b01_timer::OnEnable";
    }
    end;
}

bat_b01,1,3,3    script    guardian#bat_b01_a    844,{
OnEnable:
    bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
    bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
    end;

OnKill:
    killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
    end;

OnMyMobDead:
    if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
        donpcevent "cell#bat_b01_a::OnGreen";
        mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
        setunitdata $@FlavBG1_C1_ID,UMOB_DMGIMMUNE,0; // Make Crystal damageable again
    }
    end;
}

bat_b01,1,3,3    script    guardian#bat_b01_b    844,{
OnEnable:
    bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
    bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
    end;

OnKill:
    killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
    end;

OnMyMobDead:
    if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
        donpcevent "cell#bat_b01_b::OnGreen";
        mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
        setunitdata $@FlavBG1_C2_ID,UMOB_DMGIMMUNE,0; // Make Crystal damageable again
    }
    end;
}

bat_b01,1,4,3    script    cell#bat_b01_a    844,{
OnRed:
    setcell "bat_b01",62,149,60,151,cell_basilica,1;
    setcell "bat_b01",62,149,60,151,cell_walkable,0;
    end;

OnGreen:
    setcell "bat_b01",62,149,60,151,cell_basilica,0;
    setcell "bat_b01",62,149,60,151,cell_walkable,1;
    end;
}

bat_b01,1,5,3    script    cell#bat_b01_b    844,{
OnRed:
    setcell "bat_b01",327,151,329,149,cell_basilica,1;
    setcell "bat_b01",327,151,329,149,cell_walkable,0;
    end;

OnGreen:
    setcell "bat_b01",327,151,329,149,cell_basilica,0;
    setcell "bat_b01",327,151,329,149,cell_walkable,1;
    end;
}

bat_b01,1,6,1    script    time#bat_b01    844,{
OnEnable:
    donpcevent "Battle Therapist#b01_a::OnEnable";
    donpcevent "Battle Therapist#b01_b::OnEnable";
    end;

OnStop:
    donpcevent "Battle Therapist#b01_a::OnStop";
    donpcevent "Battle Therapist#b01_b::OnStop";
    end;
}

bat_b01,10,294,3    script    Battle Therapist#b01_a    95,{
    specialeffect2 EF_HEAL;
    mes "[Battle Therapist]";
    mes "Just close your eyes,";
    mes "and take a deep breath.";
    mes "You can be free from pain.";
    close;

OnTimer25000:
    specialeffect EF_SANCTUARY;
    // enablenpc "bat_b01_rp1_a_warp";
    areapercentheal "bat_b01",0,280,20,300,100,100;
    areawarp "bat_b01",0,280,20,300,"bat_b01",87,73;
    end;

// OnTimer26000:
    // disablenpc "bat_b01_rp1_a_warp";
    // end;

OnTimer26500:
    stopnpctimer;
    donpcevent "Battle Therapist#b01_a::OnEnable";
    end;

OnEnable:
    initnpctimer;
    enablenpc "Battle Therapist#b01_a";
    end;

OnStop:
    // disablenpc "bat_b01_rp1_a_warp";
    disablenpc "Battle Therapist#b01_a";
    stopnpctimer;
    end;
}

/*
// replaced by areapercentheal and areawarp to prevent enqueue issue
bat_b01,10,290,0    script    bat_b01_rp1_a_warp    45,10,10,{
OnInit:
    disablenpc "bat_b01_rp1_a_warp";
    end;

OnTouch:
    percentheal 100,100;
    warp "bat_b01",87,73;
    end;
}
*/

bat_b01,389,14,3    script    Battle Therapist#b01_b    95,{
    specialeffect2 EF_HEAL;
    mes "[Battle Therapist]";
    mes "Just close your eyes,";
    mes "and take a deep breath.";
    mes "You can be free from pain.";
    close;

OnTimer25000:
    specialeffect EF_SANCTUARY;
    // enablenpc "bat_b01_rp1_b_warp";
    areapercentheal "bat_b01",379,0,399,20,100,100;
    areawarp "bat_b01",379,0,399,20,"bat_b01",312,225;
    end;

// OnTimer26000:
    // disablenpc "bat_b01_rp1_b_warp";
    // end;

OnTimer26500:
    stopnpctimer;
    donpcevent "Battle Therapist#b01_b::OnEnable";
    end;

OnEnable:
    initnpctimer;
    enablenpc "Battle Therapist#b01_b";
    end;

OnStop:
    // disablenpc "bat_b01_rp1_b_warp";
    disablenpc "Battle Therapist#b01_b";
    stopnpctimer;
    end;
}

/*
bat_b01,389,10,0    script    bat_b01_rp1_b_warp    45,10,10,{
OnInit:
    disablenpc "bat_b01_rp1_b_warp";
    end;

OnTouch:
    percentheal 100,100;
    warp "bat_b01",312,225;
    end;
}
*/

bat_b01,87,76,0    script    A_CODE#bat_b01    -1,5,5,{
OnTouch:
    if (checkquest(2070) < 0)
        setquest 2070;
    end;
}

bat_b01,312,224,0    script    B_CODE#bat_b01    -1,5,5,{
OnTouch:
    if (checkquest(2070) < 0)
        setquest 2070;
    end;
}

bat_b01,10,294,3    script    Guillaume Vintenar#b01_a    934,{
    if ($@FlaviusBG1_id1 == getcharid(4)) {
        if ($@FlaviusBG1_Victory == 1)
            callfunc "F_BG_Badge",1,"Guillaume","Flavius";
        else
            callfunc "F_BG_Badge",0,"Guillaume","Flavius";
    }
    bg_leave;
    if (!getbattleflag("feature.bgqueue"))
        warp "bat_room",154,150;
    end;

OnInit:
    disablenpc "Guillaume Vintenar#b01_a";
    end;
}

bat_b01,389,14,3    script    Croix Vintenar#b01_b    934,{
    if ($@FlaviusBG1_id2 == getcharid(4)) {
        if ($@FlaviusBG1_Victory == 2)
            callfunc "F_BG_Badge",1,"Croix","Flavius";
        else
            callfunc "F_BG_Badge",0,"Croix","Flavius";
    }
    bg_leave;
    if (!getbattleflag("feature.bgqueue"))
        warp "bat_room",154,150;
    end;

OnInit:
    disablenpc "Croix Vintenar#b01_b";
    end;
}

bat_b01,1,5,3    script    countdown#bat_b01    844,{
OnInit:
    stopnpctimer;
    end;

OnEnable:
    stopnpctimer;
    initnpctimer;
    end;

OnStop:
    stopnpctimer;
    end;

OnTimer7000:
    mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
    end;

OnTimer8000:
    mapannounce "bat_b01", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC";
    end;

OnTimer1800000:
    mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
    end;

OnTimer1803000:
    mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
    end;

OnTimer1808000:
    mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";
    end;

OnTimer1822000:
    mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
    end;

OnTimer1825000:
    mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
    end;

OnTimer1830000:
    donpcevent "time#bat_b01::OnStop";
    bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
    bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
    enablenpc "Vintenar#bat_b01_aover";
    enablenpc "Vintenar#bat_b01_bover";
    if (getbattleflag("feature.bgqueue"))
        bg_reserve "bat_b01", true;
    end;

OnTimer1900000:
    mapwarp "bat_b01","bat_room",154,150;
    donpcevent "countdown#bat_b01::OnStop";
    end;
}

bat_b01,81,83,3    script    Guillaume Camp#flag21    973,{ end; }
bat_b01,94,83,3    script    Guillaume Camp#flag22    973,{ end; }
bat_b01,81,66,3    script    Guillaume Camp#flag23    973,{ end; }
bat_b01,94,66,3    script    Guillaume Camp#flag24    973,{ end; }
bat_b01,139,142,3    script    Guillaume Camp#flag25    973,{ end; }
bat_b01,139,158,3    script    Guillaume Camp#flag26    973,{ end; }
bat_b01,110,161,3    script    Guillaume Camp#flag27    973,{ end; }
bat_b01,110,137,3    script    Guillaume Camp#flag28    973,{ end; }
bat_b01,63,135,3    script    Guillaume Camp#flag29    973,{ end; }
bat_b01,63,165,3    script    Guillaume Camp#flag30    973,{ end; }
bat_b01,10,296,3    script    Guillaume Camp#flag31    973,{ end; }

bat_b01,306,233,3    script    Croix Camp#flag21    974,{ end; }
bat_b01,317,233,3    script    Croix Camp#flag22    974,{ end; }
bat_b01,306,216,3    script    Croix Camp#flag23    974,{ end; }
bat_b01,317,216,3    script    Croix Camp#flag24    974,{ end; }
bat_b01,257,158,3    script    Croix Camp#flag25    974,{ end; }
bat_b01,257,141,3    script    Croix Camp#flag26    974,{ end; }
bat_b01,297,164,3    script    Croix Camp#flag27    974,{ end; }
bat_b01,297,136,3    script    Croix Camp#flag28    974,{ end; }
bat_b01,336,161,3    script    Croix Camp#flag29    974,{ end; }
bat_b01,336,139,3    script    Croix Camp#flag30    974,{ end; }
bat_b01,389,16,3    script    Croix Camp#flag31    974,{ end; }

bat_b01,10,294,3    script    Vintenar#bat_b01_aover    419,{
    set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
    if ($@FlaviusBG1_id1 == getcharid(4)) {
        if (.@A_B_gap > 0)
            callfunc "F_BG_Badge",1,"Guillaume","Flavius"; //Guillaume wins
        else if (.@A_B_gap == 0)
            callfunc "F_BG_Badge",0,"Guillaume","Flavius"; //Tie
        else
            callfunc "F_BG_Badge",0,"Guillaume","Flavius"; //Croix wins
    }
    else {
        mes "[Axl Rose]";
        mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
        close;
    }
    bg_leave;
    if (!getbattleflag("feature.bgqueue"))
        warp "bat_room",154,150;
    end;

OnInit:
    disablenpc "Vintenar#bat_b01_aover";
    end;
}

bat_b01,389,14,3    script    Vintenar#bat_b01_bover    415,{
    set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
    if ($@FlaviusBG1_id2 == getcharid(4)) {
        if (.@A_B_gap > 0)
            callfunc "F_BG_Badge",0,"Croix","Flavius"; //Guillaume wins
        else if (.@A_B_gap == 0)
            callfunc "F_BG_Badge",0,"Croix","Flavius"; //Tie
        else
            callfunc "F_BG_Badge",1,"Croix","Flavius"; //Croix wins
    }
    else {
        mes "[Swandery]";
        mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
        close;
    }
    bg_leave;
    if (!getbattleflag("feature.bgqueue"))
        warp "bat_room",154,150;
    end;

OnInit:
    disablenpc "Vintenar#bat_b01_bover";
    end;
}

bat_b01,1,10,3    script    Release all#b01    81,{
    set .@i, callfunc("F_GM_NPC",1854,0);
    if (.@i == -1) {
        mes "Cancelled.";
        close;
    } else if (.@i == 0) {
        end;
    } else {
        mes "May I help you?";
        next;
        switch(select("Release all.:Cancel.")) {
        case 1:
            mes "Bye.";
            close2;
            mapwarp "bat_b01","bat_room",154,150;
            end;
        case 2:
            mes "Cancelled.";
            close;
        }
    }
}

// BG Queue makes these scripts useless
-    script    BGQueueInit#flavius01    -1,{
    end;

OnInit:
    if (getbattleflag("feature.bgqueue")) {
        unloadnpc "Lieutenant Ator";
        unloadnpc "Lieutenant Thelokus";
        unloadnpc "back_bgroomb01a";
        unloadnpc "back_bgroomb01b";
        unloadnpc "A_CODE#bat_b01";
        unloadnpc "B_CODE#bat_b01";
    }
    end;
}
 

 

Link to comment
Share on other sites

0 answers to this question

Recommended Posts

There have been no answers to this question yet

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...